diff options
Diffstat (limited to 'src/baseq2/m_gladiator.c')
-rw-r--r-- | src/baseq2/m_gladiator.c | 151 |
1 files changed, 70 insertions, 81 deletions
diff --git a/src/baseq2/m_gladiator.c b/src/baseq2/m_gladiator.c index 967cbe9..b0e6df8 100644 --- a/src/baseq2/m_gladiator.c +++ b/src/baseq2/m_gladiator.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -41,28 +41,27 @@ static int sound_search; static int sound_sight; -void gladiator_idle (edict_t *self) +void gladiator_idle(edict_t *self) { - gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); + gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } -void gladiator_sight (edict_t *self, edict_t *other) +void gladiator_sight(edict_t *self, edict_t *other) { - gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } -void gladiator_search (edict_t *self) +void gladiator_search(edict_t *self) { - gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } -void gladiator_cleaver_swing (edict_t *self) +void gladiator_cleaver_swing(edict_t *self) { - gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); } -mframe_t gladiator_frames_stand [] = -{ +mframe_t gladiator_frames_stand [] = { { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, { ai_stand, 0, NULL }, @@ -73,14 +72,13 @@ mframe_t gladiator_frames_stand [] = }; mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}; -void gladiator_stand (edict_t *self) +void gladiator_stand(edict_t *self) { self->monsterinfo.currentmove = &gladiator_move_stand; } -mframe_t gladiator_frames_walk [] = -{ +mframe_t gladiator_frames_walk [] = { { ai_walk, 15, NULL }, { ai_walk, 7, NULL }, { ai_walk, 6, NULL }, @@ -100,14 +98,13 @@ mframe_t gladiator_frames_walk [] = }; mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}; -void gladiator_walk (edict_t *self) +void gladiator_walk(edict_t *self) { self->monsterinfo.currentmove = &gladiator_move_walk; } -mframe_t gladiator_frames_run [] = -{ +mframe_t gladiator_frames_run [] = { { ai_run, 23, NULL }, { ai_run, 14, NULL }, { ai_run, 14, NULL }, @@ -117,7 +114,7 @@ mframe_t gladiator_frames_run [] = }; mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}; -void gladiator_run (edict_t *self) +void gladiator_run(edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gladiator_move_stand; @@ -126,19 +123,18 @@ void gladiator_run (edict_t *self) } -void GaldiatorMelee (edict_t *self) +void GaldiatorMelee(edict_t *self) { vec3_t aim; - VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4); - if (fire_hit (self, aim, (20 + (rand() %5)), 300)) - gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); + VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4); + if (fire_hit(self, aim, (20 + (rand() % 5)), 300)) + gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); else - gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); } -mframe_t gladiator_frames_attack_melee [] = -{ +mframe_t gladiator_frames_attack_melee [] = { { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, @@ -165,24 +161,23 @@ void gladiator_melee(edict_t *self) } -void GladiatorGun (edict_t *self) +void GladiatorGun(edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; - AngleVectors (self->s.angles, forward, right, NULL); - G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); + AngleVectors(self->s.angles, forward, right, NULL); + G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); // calc direction to where we targted - VectorSubtract (self->pos1, start, dir); - VectorNormalize (dir); + VectorSubtract(self->pos1, start, dir); + VectorNormalize(dir); - monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1); + monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1); } -mframe_t gladiator_frames_attack_gun [] = -{ +mframe_t gladiator_frames_attack_gun [] = { { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, { ai_charge, 0, NULL }, @@ -201,21 +196,20 @@ void gladiator_attack(edict_t *self) vec3_t v; // a small safe zone - VectorSubtract (self->s.origin, self->enemy->s.origin, v); + VectorSubtract(self->s.origin, self->enemy->s.origin, v); range = VectorLength(v); if (range <= (MELEE_DISTANCE + 32)) return; // charge up the railgun - gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); - VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot + gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); + VectorCopy(self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; self->monsterinfo.currentmove = &gladiator_move_attack_gun; } -mframe_t gladiator_frames_pain [] = -{ +mframe_t gladiator_frames_pain [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -225,8 +219,7 @@ mframe_t gladiator_frames_pain [] = }; mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run}; -mframe_t gladiator_frames_pain_air [] = -{ +mframe_t gladiator_frames_pain_air [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -237,14 +230,13 @@ mframe_t gladiator_frames_pain_air [] = }; mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run}; -void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage) +void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; - if (level.time < self->pain_debounce_time) - { + if (level.time < self->pain_debounce_time) { if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain)) self->monsterinfo.currentmove = &gladiator_move_pain_air; return; @@ -253,9 +245,9 @@ void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage) self->pain_debounce_time = level.time + 3; if (random() < 0.5) - gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else - gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare @@ -264,22 +256,21 @@ void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage) self->monsterinfo.currentmove = &gladiator_move_pain_air; else self->monsterinfo.currentmove = &gladiator_move_pain; - + } -void gladiator_dead (edict_t *self) +void gladiator_dead(edict_t *self) { - VectorSet (self->mins, -16, -16, -24); - VectorSet (self->maxs, 16, 16, -8); + VectorSet(self->mins, -16, -16, -24); + VectorSet(self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; - gi.linkentity (self); + gi.linkentity(self); } -mframe_t gladiator_frames_death [] = -{ +mframe_t gladiator_frames_death [] = { { ai_move, 0, NULL }, { ai_move, 0, NULL }, { ai_move, 0, NULL }, @@ -305,19 +296,18 @@ mframe_t gladiator_frames_death [] = }; mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead}; -void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // check for gib - if (self->health <= self->gib_health) - { - gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); - for (n= 0; n < 2; n++) - ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); - for (n= 0; n < 4; n++) - ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); - ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); + if (self->health <= self->gib_health) { + gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); + for (n = 0; n < 2; n++) + ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); + for (n = 0; n < 4; n++) + ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } @@ -326,7 +316,7 @@ void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int da return; // regular death - gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; @@ -336,31 +326,30 @@ void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int da /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight */ -void SP_monster_gladiator (edict_t *self) +void SP_monster_gladiator(edict_t *self) { - if (deathmatch->value) - { - G_FreeEdict (self); + if (deathmatch->value) { + G_FreeEdict(self); return; } - sound_pain1 = gi.soundindex ("gladiator/pain.wav"); - sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav"); - sound_die = gi.soundindex ("gladiator/glddeth2.wav"); - sound_gun = gi.soundindex ("gladiator/railgun.wav"); - sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav"); - sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav"); - sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav"); - sound_idle = gi.soundindex ("gladiator/gldidle1.wav"); - sound_search = gi.soundindex ("gladiator/gldsrch1.wav"); - sound_sight = gi.soundindex ("gladiator/sight.wav"); + sound_pain1 = gi.soundindex("gladiator/pain.wav"); + sound_pain2 = gi.soundindex("gladiator/gldpain2.wav"); + sound_die = gi.soundindex("gladiator/glddeth2.wav"); + sound_gun = gi.soundindex("gladiator/railgun.wav"); + sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav"); + sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav"); + sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav"); + sound_idle = gi.soundindex("gladiator/gldidle1.wav"); + sound_search = gi.soundindex("gladiator/gldsrch1.wav"); + sound_sight = gi.soundindex("gladiator/sight.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; - self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2"); - VectorSet (self->mins, -32, -32, -24); - VectorSet (self->maxs, 32, 32, 64); + self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2"); + VectorSet(self->mins, -32, -32, -24); + VectorSet(self->maxs, 32, 32, 64); self->health = 400; self->gib_health = -175; @@ -379,9 +368,9 @@ void SP_monster_gladiator (edict_t *self) self->monsterinfo.idle = gladiator_idle; self->monsterinfo.search = gladiator_search; - gi.linkentity (self); + gi.linkentity(self); self->monsterinfo.currentmove = &gladiator_move_stand; self->monsterinfo.scale = MODEL_SCALE; - walkmonster_start (self); + walkmonster_start(self); } |